using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using TrainStation.Tracks;
using TrainStation.TrainModules;

namespace TrainStation.Render
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        RailRoad railRoad;
        Train train;

        Texture2D pixel;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            train = new Train();
            train.AddWagon(new PassengerWagon());
            train.AddWagon(new PassengerWagon());

            railRoad = new RailRoad(train);

            #region GenerateSimpleTracks
            LineTrack startTrack = new LineTrack();

            ITrack previous = startTrack;
            ITrack next;
            for (int i = 0; i < 25; i++)
            {
                next = new LineTrack();
                previous.Next = next;
                next.Previous = previous;
                previous = next;
            }

            previous.Next = startTrack;
            railRoad.Road = startTrack;
            #endregion

            train.CurrentTrack = railRoad.Road;
            railRoad.StartTrains();

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            pixel = Content.Load<Texture2D>("pixel");

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update( GameTime gameTime )
        {
            // Allows the game to exit
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            railRoad.UpdateStates(gameTime.ElapsedGameTime.Milliseconds);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw( GameTime gameTime )
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            for (int i = 0; i < railRoad.Tracks.Count; i++)
            {
                ITrack track = railRoad.Tracks[i];

                spriteBatch.Draw(pixel,
                    new Rectangle(Convert.ToInt32(i * (track.Length * 3 + 1)), 10, Convert.ToInt32(track.Length * 3), 10),
                    track.IsBlocked ? Color.DarkGreen : Color.Green);

                //if (track.Train == train)
                //{
                //    spriteBatch.Draw(pixel, new Rectangle(Convert.ToInt32(i * ( track.Length * 3 + 1 ) + train.TrainLength * 3 + (train.Position * 3)), 10, Convert.ToInt32(train.TrainLength), 10), Color.Black);
                //}
            }

            Console.WriteLine(1000 / gameTime.ElapsedGameTime.Milliseconds);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
